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Showing content with the highest reputation on 2019-05-17 in all areas

  1. In theory you have multiple approaches: Option 1) You make slingers and archers the same role (ranged anti inf) with only different stats. And each civ only gets the type of unit they used the most - i.e. Egypt and Persians used slingers, while other factions use archers exclusively. It's then pretty much just a skin difference, a bit like the difference of Meso Civs in AoE having eagle warriors while regular civs have scout cav. Option 2) You differentiate slingers and archers by stats : Both are available to most factions by default. slingers have high damage and good accuracy on shorter ranges and relatively low rate of fire. .They also are fast, but have low health - this makes them good early raiding infantry to do hit & run. Archers have lower damage, but good accuracy on all ranges, fire faster and deal damage more consistent and have better armor/health than slingers while being slower. If you further out this system you could apply a modifier for ranged unit rate of fire with its shooting range. In CoH you have 4 different combat distances, in which you can modify accuracy, penetration and rate of fire of a gun. I.e. infantry rifles take 0.95sec. to aim at a target at 35m but only 0.6 at 6m. Option 3) You differentiate multiple archer/slinger classes (this option profits from battalions) Slingers are on par with basic archers, the characteristics are similar to option 2. But you also have certain advanced archer/slinger units that players of certain factions can deploy. Ie. egypt have basic slingers instead of normal archers, but they can deploy composite archers later in the game. You can then train a battalion of Slingers, consisting of maybe 10 Slingers that move and fight in a loose formation. Archers come in larger numbers per battalion - maybe 20?- and fight is close formations. Also Archers could have a "rain arrows" ability that allows them to barrage a certain area with fire arrows to scare or instantly burn enemy units ("weapon critical damage"). Slingers could have a chance to stun enemy units upon hitting them from close range. Some factions also have access to special slinger units/upgrades or special archers that allow unique tactics compared to other factions. And battalions allow to either make larger amounts of cheap "trash archers" or a bunch of elite archers, depending on civ and map choice. This version would be mostly interesting if you can apply armortypes to units and add flanking damage. Slingers would be used to "dance around" enemy units, trying to hit them from side/rear. While archers can inflict damage more consistently. from a "closed frontline". This sort of reflects the characteristics of both unit types more accurately, but is certainly the hardest option. Option 4) You use multiple archer/slinger classes and use them regardless as assets for the game, leaving it up to the player which units to use. Stats like dmg, rate of fire etc. are done for each unit similar to option 2. This is the version currently present and has large drawbacks, esp. in terms of inner faction balance. This is prety much the easiest along with option 2. There probably are even more options, those were just some I could think of in the nick of time.
    4 points
  2. In-game. Town built while smashing the AI.
    4 points
  3. Yes, I think ValihrAnt commentating all the pro matches would make this league both enjoyable and attractive.
    3 points
  4. @__najimakimoda Everyone is different on how they keep themselves productive, but here are some tips I found to help remain productive. (1) Set small daily goals. I try to set a goal to make an object(mesh) or texture a day. (2) Don't rush your project. Rushing can lead to fatigue which can also lead to dropping your project. (3) Start projects that you are interested in. Working on projects that you like can give a boost in your productivity. (4) Listen to music to help stimulate your creativity. Hope these helped
    3 points
  5. Step 1: Entity does not see terrain higher than its position. [done] Step 2: Entity does not see terrain behind hills [done] Step 3: Entity height influences how high can see (height from outpost's footprint allows to see what is on the hill) [maybe better to use some new parameter than footprint ? ] Step 4: Performance [maybe will not be needed] Last build version Windows: pyrogenesis.exe (outdated version) Related diff: https://code.wildfiregames.com/D1905
    2 points
  6. Hey don't worry we mod too haha Some of those mods are made by current and former devs, so treat them as you will
    2 points
  7. Asking the real questions here... I'm curious myself!
    2 points
  8. Archers have a higher rate of fire and can be massed. Slingers need more space to sling, but have a higher range. Slingers are for long range harassing. Archery can get more "up close and personal" (because of the massed effect, they're just as lethal "up close", but slingers can't mass, so the closer you get to them, the lower the density of projectiles heading your way).
    2 points
  9. I work, but not too long, come home tired, and want to do something. Programming, art, anything. I get stuck, hit a roadblock. And I just don't commit to much at all. As such, I haven't improved my skills much in years. I have a hundred abandoned projects. I can't get out of bed, what the heck How do y'all stay p r o d u c t i v e ?
    1 point
  10. Pop growth : - 5 pop house / 75 wood (less stairs effect in pop growing) - 20% building time - pop room gain by building some other structures than houses - no metal based human units (metal takes longer to gather than wood) - no stone buildings (except towers and castle) (stone takes longer to gather than wood) --> easy to spam barracks (with their + pop room) - rotative farm too boost food production (and thus, possible to lower the number of food workers ) When you know that pop growth is an exponential phenomena, those cumulated advantages gives to celts an insane advantage. and for units : - Cav Hero for best dancing (Vecingetorix is the best hero of the game) - Sword cav for best siege destroying and quick raids - Slingers, best basic unit since .. very very long time. With basic micro and some healers, slingers can get all <<< and quickly the player dont need even need siege as those massed slingers can destroy absolutely everything or can easily retreat in formation with few dumping. - Brits have a dog which can reduce ennemy pop in early game and already give a substainable advantage. I hope that in next version of 0ad i will see team games with 1 or 2 gauls/brits .. and not 6-7 as we often do now.
    1 point
  11. Hi , Im working on .... Carthage : 7 players of 50 pop limit --> 6 districts + 1 army of 50 mercenary champs VS Rome : 1 player of 500 pop limit mostly invading by sea (like survival of fittest) + nubians troops coming from desert I'm using the elevation terrain hack to put some buildings on top of others and make them look like merged in order to have unique structures (below, the 5 houses produces those 5 females with no evacuation problem) Rome will invade with RAMS, but will not be able to crush the Carthage walls everywhere (terrain elevation as unbreakable wall and platform for bolt-lozaa ) If Rome is in the walls .. Some places will be used to make good retreats for those 5 noobs Gauls, Athenians, Iberians, all different but their HATE of Rome on their face Even if the map could be used to be playable, i want to go into the new camera function in 0ad22 to make great cinematics in the narrow streets of carthage during invasion action . (to make a SUPER promotional trailer of 0ad) Also, for the sake of global interests, it would be nice to have a 3D map of carthage which could be used , i.e , for any TV documentary For this, Carthage has to be fulled with contents to give it a living appareance. FEEL FREE to WORK on it and make updates on this thread the pmp https://ufile.io/6vgn1 the xml https://ufile.io/xwqlc
    1 point
  12. arrange 2 league side by side. 1 for noobs and 1 for pro. make vallihrant this league media setup and cast.
    1 point
  13. @Freagarach There is not currently such function in IcmpRangeManager. But CmpRangeManager has tools to pretty fast say if given position is explored by given player. You need to add this into ccmprangemanager and bind it with interface call in icmprangemanager Should do the trick virtual bool isTileExplored(CVector2D pos, player_id_t player) { int i = (pos.X / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); int j = (pos.Y / (int)TERRAIN_TILE_SIZE).ToInt_RoundToNearest(); CLosQuerier los(GetSharedLosMask(player), m_LosState, m_TerrainVerticesPerSide); return los.IsExplored(i, j); }
    1 point
  14. listen to @Revan Shan is in the exact min when he start to be crushed by slingers even was not balearic. yes, he said "WTF."...lol
    1 point
  15. thanks for the support and reading my post. how did you feel about the other little things i mentioned? it is a solid game as is and i did think of something else just now.... in battle for middle earth some maps had preset bases and i thought it was really cool but that was really the only game i found it in and i dont mean everything is built, i just mean walls and depending on the size of the map depended on the size of the preset. the huge map would have walls and a entry point 100% around the base a medium size would have a semi open plan covering about 60% and a small map would have nothing. just a really cool feature i couldnt find elsewhere.
    1 point
  16. Well I made changes to the new version, before slingers had bonuses against archers and archers cavalry, now they now have a bonus against infantry. I also did a standard village phase for all civilizations, spearman, archer / slinger, javelinist cavalry. Seleucids and Ptolemaic are somewhat different, they have spearman, javelinist infantry and archers cavalry. The civilizations that have archers in the village phase do not have slingers in the town phase (in barracks, may have mercenaries in other buildings), and the same for those who start with slingers. The current status are: Slingers: Attack 4, Attack speed 1.25, armor 1/2, reach 48 meters, health 70, movement speed 10 / 16.5, bonus vs infantry melle 3.0. Archers: Attack 4, Attack speed 1.0, armor 1/2, reach 72 meters, health 70, movement speed 10 / 16.5, bonus vs infantry melle 2.0. Currently the slingers have a greater advantage than the archers in short distance, for having a greater bonus and also more precision of firing, but is also much more vulnerable to attack by having a smaller range What I intend to do at the moment is to differentiate these units by civilizations, for example: Egyptian slingers may be cheaper but weaker than the standard model. A question, rhodian slinger worked for which civilizations? I think the answer is Romans, but I'm not sure. Anyway I need a new slinger model for the Romans. They have no archer or slinger.
    1 point
  17. Sort of. #1851 . Still ugly hack however. I have not found how to check whether coordinates are unexplored, yet.
    1 point
  18. I wonder though what sort of variables are accounted for for those claims. What kind of poundage does the bow have for these tests? Also, as far as I'm aware, it's difficult to know the techniques and length of the sling used, both of which I'd say would have a massive impact on the possible range.
    1 point
  19. @Lion.Kanzen please, can you try to not "triple post" and tag the videos under spoilers? I said that without acrimony. That would help to follow the debate, thx If we talk about characterization of the unit, slingers could have less HP and less range (although some slingers were better regarding reach than some archers) because as you said, they need to be in a wide formation, thus fewer ranks could shoot, and also would be killed easily by melee charges. But if we speak about realism, they should punch more than arrows. But my main concern should be that the 3 roles should be differentiated and used.
    1 point
  20. I thought it was only @Alexandermb's responsibility, and mine was to review them ?
    1 point
  21. Slingers were also used to slow enemy progression.
    1 point
  22. I have a suspicion that this is my big issue. I either don't do this, or when I do I set goals too ambiguous and vague [1]. It's not always cut and dry is my big problem. In your specific case, you break up your goal by making at least one texture a day. I'm trying to make a website for myself (I've done webdev and have started at least 7 personal websites over the past 5 years), but I'm completely lost on how to break it into manageable parts. When I decide "I only really want a very simple single-page site so I might as well just start working away!", I become overwhelmed with stress and lack of direction, as an example. It's crazy how something so simple becomes so... heavy Thanks for the insight lots to consider [1] https://youtu.be/LO1mTELoj6o
    1 point
  23. Jack n' Coke slushies help me.
    1 point
  24. well, I do not know how to differentiate them, they were used for the same purpose in real fights. The only difference I see is that archers penetrate heavy armor and slingers were used vs light infantry.
    1 point
  25. Maybe you could try with setting the shadow quality to low, or completely disabled.
    1 point
  26. Right, same for the Elephants. There's no way to make the horses "hesitate" or "run away", so the closest approximation I could do was reduce their movement speed and attack rates by a percentage when near enemy camels and elephants. Same goes for the "Terror" elephant aura . Trying to simulate the psychological effects of these beasts.
    1 point
  27. @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD
    1 point
  28. You spent Christmas and Easter holidays combined writing this?
    1 point
  29. In Delenda Est, it's: Infantry Spear/Pike > Melee Cavalry Hoplite class spear infantry have Shield Wall aura which boosts armor of nearby allied Hoplites Pikeman class spear infantry have Massed Pikes aura which boosts the attack and armor of nearby allied Pikemen Infantry Sword > Infantry Spear/Pike, Elephant Infantry Archer > Melee Infantry Infantry Javelinist > Infantry Spear, Ranged Cavalry (this includes Chariots), Elephants Infantry Slinger > Infantry Sword, Ranged Infantry Cavalry Spear > Ranged Infantry, Siege Cavalry Swords > Ranged Infantry, Ranged Cavalry, Siege Cavalry Archer > Melee Infantry Cavalry Javelinist > Support Elephants > Cavalry, Buildings, Gates Stench Aura vs. Cavalry Terror Aura vs. All enemy units Trample Aura vs. All enemy units Camelry > Cavalry Stench aura vs. Cavalry YMMV. The bonuses are adjusted in strength so that a unit class with a large number of bonuses (Infantry Javelinists for instance) aren't OP. Cavalry have a lot of classes which counter them, but counters such as elephants and camelry are relatively rare. Civs which lack certain classes of units may be able to field units of those classes in limited numbers from captured mercenary camps, which helps plug that balance hole for them. Seriously though, don't send cavalry against elephants, lol.
    1 point
  30. Very cool, I'm actually surprised that the fps went from 60 fps to only 15 fps when i had 300 units, I expected a much higher drop :D. What technique are you using for step 2 @Angen, partial vision update? Pic : I also seem to have found a bug ... (but wip right? :P) no units but map area visible:
    1 point
  31. For start I plan only depending on terrain height and entity height. For example: towers will have bonus and will see over hills that are lower then their height. It could work with structures if their height would be added / substracted to terrain height in some cache to avoid obstruction checking when updating visibility.
    1 point
  32. Thats Nice! Could it work with structures too? using height for make tall structures block vision behind them. Example: Infantry can't see whats behind the walls unless they are in a siege tower. Stupid question: if i garrison an archer in a outpost would it increase their FOV by Step 3 or it would just affect when entity is in a hill.
    1 point
  33. On Sunday we had a workshop with some other people. We showed to three or four how to mod the game, and to one how to translate the game. Hopefully there will be new contributors on the forums. We also had a talk with the person who made the GLTF importer for Blender, and we might contact him in the future when we make the switch from Collada to GLTF Finally I had a talk with the school head master about next year art contributions, so we might have 2D, 3D, Animation, and Web Design contributions next school year.
    1 point
  34. Why so much fear in experimenting? Make a change and if it doesn't have the desired effect then revert that change or change it some more. I swear the team didn't used to be so tepid when it came to this stuff. Who cares if some people howl at the changes? Listen to those who make constructive suggestions and ignore those who don't. Battering Rams have been OP for 3 years, Bolt Shooters have been UP for years. Siege Towers are just weird. People spam Slingers, when really melee infantry is what they should spam (ranged units should support the melee infantry and cavalry should be for raiding or targeted strikes). Perhaps it's because there hasn't been someone designated to decide these things?
    1 point
  35. It would be nice if there were some clear procedure to get simple gameplay changes implemented. 0 A.D. has greatly improved over the years and a lot of content has been added, but when it comes to gameplay, fundamentally the status quo has hardly changed. @borg-'s and other mods do much more than just a few balance tweaks and are therefore not straightforward to implement. Overhauling everything at once is not necessarily a good idea. Doing it in small steps is preferable, because then it's easier to explain what has changed and why. For instance, the last stat tweak of rams was 3 years ago (18735); since then it has been frequently pointed out that rams are still too powerful, yet nothing has changed so far.
    1 point
  36. thank you, was just making sure dont want to get in trouble for having parents who play 0ad, lol
    1 point
  37. As many as physical persons under the roof of that IP. One IP per person. That's in the Term of Use.
    1 point
  38. Lion.Kanzen, thank you for participation and feedback with regards to ticket #2898 It's nice too "meet" you.
    1 point
  39. Can you be more explicit on how to reproduce your problem with camel raider. I've just tried on egyptian sandbox and it works with camel. Then when you say "Can be adapted to priest, heal to unit when take damage" it already does that; Is it what you mean ?
    1 point
  40. Of course i will, (give you a hug, all the ones you want )
    0 points
  41. Sign asap guys, Stockfish said me he will put from his pocket 2k euros in prizes to be splited for 1st, 2nd , 3rd and 4th. The rest will get a hug from me, just because im pure love. Any doubts ask to hannibal barca or nani. civ sorry wrong, winter is coming, or maybe summer, who knows.
    0 points
  42. We'll upgrade soon to give you more info!!
    0 points
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